Felfire
– Wrath-Scryer Soccothrates knocks all players within 0 yards away. After knocking all players away, Wrath-Scryer Soccothrates charges a player, leaving a wall of Felfire in his wake. Felfire inflicts Fire damage every second to all players in it.

Comments

Comment by yoink

Lot of fire damage, does a charge that leaves fire in his wake, very painful for melee, CloS and quick recovery are your friend.

Felfire Line Up – Leaves a trail of Felfire behind Soccothrates, hits players for about 2000 fire damage a second while inside the fire.

Knock Away – Massive knock back and heavy damage.

Charge – Seems to charge when tank loses agro.

Strategy

Soccothrates and Dalliah are not a combined encounter, they are two separate bosses.

Soccothrates is by far the more difficult fight of these two; his Felfire and Immolation skills can deal massive amounts of damage in a small time frame. Our tank can engage him where he stands. Soccothrates will cast his Immolation shortly after the fight begins and will Felfire Shock quickly after that, the remaining debuff should be removed.

When he casts his Felfire Line Up the tank should begin slowly moving him around to avoid being stuck within it, during this time he will most often use his Knock Away ability to give him room to move around and leave his fire trail behind him. With all of these tricks as long as no one stands in his Felfire Line Up the damage output is on the lower end.

Comment by doubleaught

Watch for the yell emote "On Guard," he does his Felfire Line Up shortly after. Even with 13k+ hp this will kill you extremely quickly. As a tank I found I could swap sides of the room, he would charge someone/somewhere and then come back to me.

Comment by Phaleux

When he yells "On Guard" be sure to stop all DPS. He won't do the charge if you don't do anything while he's looking at you.

To make it easy to see when he's facing you, you can have your group line up in a circle around him with the tank in the center.

Comment by ceemeeir

Chossable to be 2nd or 3rd boss in Arcatraz

Comment by Ebys

Yet another fight where melee are screwed. Your best bet is to stack your group with casters. The immolation just hurts Rogues way too much.

Comment by Skulli

at heroic his flame shock is 3k initial damage and 1k each tick with the dot, dot not dispelable.his aura hurts still for around 1k every 2 seconds.the charge is around 4k+.

Comment by Arwynn

This fight is just so random, one time you do him with 2 fingers in your nose and another time you wipe 5 times on him with no clue why or how.We've tried every tactic suggested here (&more) and nothing worked, so I expect a nerf in the future.

Comment by Asator

The Immolation Aura's damage has been reduced to 500. It's not so bad for melee anymore.

Comment by yarai

Having a shaman along helps with the encounter: grounding totem eats his felfire shock, effectively saving your healers a lot of mana in the long run. You won't be able to grounde very single shock, but once every 15 (or 13, if improved) seconds goes a long way. Also, fire resistance totems do help mitigate the damage taking from his immolation spell.

I've never really had trouble downing this boss with any of the groups I've run with. You essentially have to stay out of the fire trails he leaves behind. His random charges can be deadly if you aren't paying attention, but if your tank is nimble, the fire is easily avoided. The knockback is a rare occurence as well: you won't be seeing your groupmates flying every which way ever 5 seconds.

Healers should stay out of range of his immolation, but not at max healing range as that means all the more distance the tank has to run to get him back, and the longer the fire trail, making melee miserable. 15-20 yards is sufficient.

It is best to fight this guy after Dalliah (if only because she's far easier) as, if needed, you have the whole room to work with. Hopefully it won't come to this, as having him zip around like Sonic the Hedgehog and leaving fire in his wake means that melee DPS will be severely hindered.

Comment by kevinp32

Taunt for the win!

Comment by pinch999

Extremely easy on heroic.

After he does his melee ranged aoe knockback, he roots himself for about 3 seconds and then charges. He will only charge to where someone WAS, so all everyone needs to do is move from where they originally were and he will charge an area with hopefully noone in it.

Comment by azzgunther

Heroic:

No added abilities. It seemed to be easier than regular mode. Make sure your tank doesn't stand in the fire if he gets a charge (since the "charge" is basically stationary). Run a fire resistance aura if you have a Pally. Spread the group out. Loot your badge.

Comment by Akimbo

If you're still having trouble with his charge, after some wiping with my group, we found a strategy that worked well to reduce charge to nothing but a nuisance. When he knocks back and shouts, have everyone strafe or run from him in some way. When he charges, it will be at a separate location from everyone and he will run back to the tank if he has agro. The big killer is the flames on the charge which shouldn't hit anyone with that.

Comment by Kathucka

This guy says some hilarious things when you attack the other boss in the room. Make sure you have your audio turned up.

Comment by kwerky

the one i remember when dalliah is at 10-15% is "Having Trouble Dalliah"

Comment by Ner1

I almost had a wipe on thiss boss once but then i found out that this boss is as fast as you are! So if your group wiped like mine did, you can run to the entrance and if your group is fast they can come in again and still down the boss before you get killed.

PS. watch out for his fire trowing abillity that can still kill you if on low health

Comment by Rainfall

As of 2.2 PTR patchnotes Wrath-Scryer Soccothrates' Knock Away can no longer be dodged or parried. This will help prevent the catastrophic placement of multiple flames on top of each other.

Comment by durnt

Thanks to Kenzo of Baelgun for the idea...When he does the on guard move, everyone start moving...he charges where you were not were you are. So you can completely avoid the charge damage.

Also prayer of mending is absolutely a nice addition to make this a cakewalk

Comment by Qmccumber

Just to point this out,this guy's name sounds somewhat like Socrates,if that matters to anyone

Comment by Ertx

Seems that theres some disagreements with these two bosses in this room.you can see a conversation between them when you enter the room: * Soccothrates: "Did you call on me?" * Dalliah: "Why would I call on you?" * Soccothrates: "To do your heavy lifting now, most likely." * Dalliah: "When I need someone to prance around like an overstuffed pea@#$%, I'll call on you." * Soccothrates: "Then I commit myself to ignoring you." * Dalliah: "What do YOU know about commitment, sheet-sah?" * Soccothrates: "You are the one who should be — Wait, we have company."

and if you attempt to kill Dalliah first he sayes:"Have you come to kill Dalliah? Can I watch?"made me laugh

Comment by RenoOwens

Im surprised I've not seen this mentioned by anyone but the way my group of guildies and I always do this boss is, during the knock-back "On gaurd" effect have everyone remain completely still and not use any skills (Think shade of Aran). The boss will stand still for a moment or two and then resume his normal attacks on the tank.

Comment by Goatmilker

We killed them Both at the same time LOL it was bomb

Comment by alexthegod5

Comment by StolenLegacy

For the record: You CAN definitely kill this boss before Dalliah, and Dalliah will comment just as this guy does. She has different quotes, though. Since i'm running deDE, i cant provide any. if anyone could?

Comment by Faang

In the normal version of the Arcatraz, this boss is extremely easy!

I was recently put into this scenario: our elemental shaman, who was the only party member with the Arc key, got disconnected while we were trying to fight Delliah the Doomsayer. Everyone died but me, thanks to 3.0's use of Shadowmeld as a vanish spell. The druid and the tank died close enough to rez, but the rogue did not, he released, but couldn't get back in.

I rezzed the paladin tank and the druid, and we were close to giving up, and the tank asked me, "Do you want to try to kill the other boss?" I said, 'sure, why not?' It'd be an easy way out at the least.

So me (level 70 holy/disc priest ), the prot paladin tank, and the boomkin three-manned him quite easily. None of us died. I popped one mana pot and my shadowfiend once, and it was really no problem.

So all in all, this boss is not a huge challenge to kill.

Comment by SSJ5Gogetenks

These two bosses are hilarious.

Comment by Immolation

Easy to solo as a level 80 feral druid. Just use the usual strategy (faerie fire, demoralizing roar, lacerates) and make sure you stay out of his felfire. When he knocks you back you even have time to shift out for a regrowth. Good to clear the room first, including the hidden Skulking Witches.

Comment by Kasa24

Ahh, the married life!

Comment by harleyquinn4eva

These two are totally a rip of Lord Zedd and Rita Repulsa from Power Rangers. They bicker in almost exactly the same way.